I was forced to stop playing last ngiht at the end of Chapter 9. For those of you that have finished the game, you can imagine why I'm pretty much DYING TO GET HOME FROM WORK AND TURN ON MY DS.
[quote name='Blind the Thief']I was forced to stop playing last ngiht at the end of Chapter 9. For those of you that have finished the game, you can imagine why I'm pretty much DYING TO GET HOME FROM WORK AND TURN ON MY DS.[/quote]Why?
[quote name='RelentlessRolento']is this a touch generations game? if so, it's probably the best at being what touch generations is suppose to be.[/quote]
No, it's not. It'd make sense for it to be though.
[quote name='yukine']Yeah, I would definitely buy every one of them. Hotel Dusk is a huge hit for CING, hopefully they don't waste the series.[/QUOTE]
agreed. I will say it may be hard to keep the name "Hotel Dusk" unless it's new characters in the same hotel, but if they did the Dunning story I mentioned then the name would still stick good.
Just started it last night, and so far it seems significantly better than Trace Memory. It's annoying that they use the same puzzle sound effects from that game, however.
[quote name='RelentlessRolento']agreed. I will say it may be hard to keep the name "Hotel Dusk" unless it's new characters in the same hotel, but if they did the Dunning story I mentioned then the name would still stick good.[/quote]
Well, CING could make it a sort of prequel to Hotel Dusk, where you play as Brian and experience first-hand what happened to him. Then during the course of the game
you would go back to Hotel Dusk as "Kyle Hyde" placing clues, etc. for the real Kyle that comes later.
It would still make the "Hotel Dusk" name relevent, and help us understand the character a bit more. Or you know, the second game could just be about Kyle searching for more clues in
Santa Monica, California
. Whatever they decide to do, I'm sure it'll be great. I just would hate for Hotel Dusk to be a one hit wonder, and never seeing the characters again.
[quote name='RelentlessRolento']agreed. I will say it may be hard to keep the name "Hotel Dusk" unless it's new characters in the same hotel, but if they did the Dunning story I mentioned then the name would still stick good.[/QUOTE]
I'd prefer them to go the Ico/Shadow of the Colossus route (have different names, but the fans know they're tangently related / a similar experience anyway).
[quote name='javeryh']Finished Chapter 2 this morning. The story is really getting good. I mean it's cliched but that doesn't mean I can't enjoy it.[/QUOTE]
It gets better. A *lot* better. Just beat it tonight and have to say I was impressed after a shaky start.
How more can I say I NEVER want this game to end. I just beat Chapter 9 and
Kyle just got in the wine cellar and WAM!
. I am forcing myself to hold off until the setting is perfect for my finishing of the game. 8 o' clock tonight will be the time. Nice and dark. Luckily I have Phoenix Wright 1 and 2 to play after this, but I don't think any game will ever come close in comparison to Hotel Dusk. Definitely my favorite game ever. Quoting EGM's review, "I want a sequel, dammit!".
I kinda get the feeling that Nintendo got caught off-guard by this one. It's almost impossible to find around here and it seems like the whole intarweb is buzzing about it -- "Ah! An adventure game where the puzzles stay with the in-game context? You mean I don't have to use a spider web to fix a bug net? *AND* it looks like the Ah-Ha video? Sign me up!"
Cing really knocked this one out of the park. Sequel *now*.
This was part of an internal memo from Gamestop.. this is why I said it'll be everywhere initially, then.. not so everywhere in a few weeks.
3. The demand for “Hotel Dusk: Room 215″ has surpassed our inital forecast and we do not have enough to supply all stores. If you have customers wanting to purchase this title, please direct them to our online store at www.gamestop.com. Thanks for your cooperation.
[quote name='Blind the Thief']
In other news: I TOTALLY BEAT IT LAST NIGHT. Has DS had its game of the year already? I think so.[/QUOTE]
just beat it last night as well... damn, so freaking good. Kyle is one of the most convincing guys I've seen in a game ever... He could convince a bomb to turn into daisies... he's that good.
Also, Louie DeNNano is ing too awesome... "Oh-trip, Man!"
Dunning also steals the show... last chapter really blew my mind.
I want to point out that this game has the most unique setup for villians/enemys...
Every chapter seems to have a guest who is a bad guy but turns out to be good in the end... and after beating the entire game you realize the real enemy is Nile and that the entire cast has had a bad past due to Nile.
[quote name='RelentlessRolento']just beat it last night as well... damn, so freaking good. Kyle is one of the most convincing guys I've seen in a game ever... He could convince a bomb to turn into daisies... he's that good.
Also, Louie DeNNano is ing too awesome... "Oh-trip, Man!"
Dunning also steals the show... last chapter really blew my mind.
I want to point out that this game has the most unique setup for villians/enemys...
Every chapter seems to have a guest who is a bad guy but turns out to be good in the end... and after beating the entire game you realize the real enemy is Nile and that the entire cast has had a bad past due to Nile.
and yes, a sequel is a must now.[/QUOTE]
you think Louie is awesome now, but wait till he finds out
[quote name='Scorch']This was part of an internal memo from Gamestop.. this is why I said it'll be everywhere initially, then.. not so everywhere in a few weeks.
I did notice something in the end that hints to a sequel.
When Kyle was leaving the hotel Louie asked me if Kyle was ever going to swing by again, and he said, "Yeah, maybe". Or something like that. SEQUEL PLEASE!!!!!!!!
I'm gonna be the person who may be hated upon. I think this is a good game, but also not really a "game." I feel too often like it's a James Patterson novel with a few options thrown in. Like Pheonix Wright, there's very little interaction and lots of reading, but I just feel that there's way too much linearity on this title when compared with the attorney at law.
That said, it's an interesting story (just finished chapter 8), but a lil' too cliche. It's a shame, really, b/c the story is what's driving this. I admit I anticipate what's coming next, and how things come together. I also feel, however, that the lack of game is covered up by its innovation. I also feel that the few interactive options you have aren't really options at all, but, rather, the occasional reminder that this is a game and not a graphic novel. It seems that the majority of the questions are poorly designed, and make the correct choice obvious.
I don't want to seem too grouchy about this game - I am very much enjoying it. Nevertheless, I am more excited by the promise of seeing other developers taking this concept further, with other well written games with complex plots; this time adding more interactivity, taking the game off of the rails, and generally making it seem more game-like and less novel-like.
That said, is Trace Memory worth my time if I like this?
[quote name='mykevermin']That said, is Trace Memory worth my time if I like this?[/quote]
Trace Memory is shorter, more linear, has a more simplistic story and much less dialogue. That said, it's still a quality production, and in most other respects (graphics, sound, interface, puzzles, etc.) is basically Hotel Dusk's public beta. The puzzles are occasionally even a bit more devious in Trace Memory. Whether you would like it or not really depends on what you most enjoyed in Hotel Dusk - if it was mainly the writing that drew you in, probably not, though at 5 hours and $10 these days it might still be worth a go.
[quote name='q 3']Trace Memory is shorter, more linear, has a more simplistic story and much less dialogue. That said, it's still a quality production, and in most other respects (graphics, sound, interface, puzzles, etc.) is basically Hotel Dusk's public beta. The puzzles are occasionally even a bit more devious in Trace Memory. Whether you would like it or not really depends on what you most enjoyed in Hotel Dusk - if it was mainly the writing that drew you in, probably not, though at 5 hours and $10 these days it might still be worth a go.[/quote]
No one could have said that any better. I enjoyed Trace Memory, but I played it before Hotel Dusk.
[quote name='mykevermin']I'm gonna be the person who may be hated upon. I think this is a good game, but also not really a "game." I feel too often like it's a James Patterson novel with a few options thrown in. Like Pheonix Wright, there's very little interaction and lots of reading, but I just feel that there's way too much linearity on this title when compared with the attorney at law.
That said, it's an interesting story (just finished chapter 8), but a lil' too cliche. It's a shame, really, b/c the story is what's driving this. I admit I anticipate what's coming next, and how things come together. I also feel, however, that the lack of game is covered up by its innovation. I also feel that the few interactive options you have aren't really options at all, but, rather, the occasional reminder that this is a game and not a graphic novel. It seems that the majority of the questions are poorly designed, and make the correct choice obvious.
I don't want to seem too grouchy about this game - I am very much enjoying it. Nevertheless, I am more excited by the promise of seeing other developers taking this concept further, with other well written games with complex plots; this time adding more interactivity, taking the game off of the rails, and generally making it seem more game-like and less novel-like.
That said, is Trace Memory worth my time if I like this?[/QUOTE]
I don't see it as cliche really at all... yes, it's a detective story and your main character is the laid back guy looking into the myster, but isn't that what makes it so good? since when did a game (or even movie) pull the feel of being that type of guy so well? Kyle convinces me more of a realistic setting of noir and whatnot than much of what I have played...
Just starting this game last night. Watched the intro looked at a few items on the wall and shut it down. I should have time to dig into it over the next couple days...
[quote name='mykevermin']I'm gonna be the person who may be hated upon. I think this is a good game, but also not really a "game." I feel too often like it's a James Patterson novel with a few options thrown in. Like Pheonix Wright, there's very little interaction and lots of reading, but I just feel that there's way too much linearity on this title when compared with the attorney at law.[/quote]
Hmm, this isn't meant to sound like the start of the hate or anything, but I don't understand your complaints. Phoenix Wright was totally linear, whereas it seems based on my playing of Hotel Dusk so far and what I've heard others say of it, it actually has multiple endings. At the very least it seems your choices do affect the game (I just finished chapter 2, and I told Rose that Louie wasn't a criminal, for instance). I guess you need to understand to appreciate it is that it's an adventure game, which typically did just have a story and you had to do the right thing at the right time to advance the story and there would be almost no way to change the outcome of said story or change the order of events (there are some exceptions, such as Blade Runner). With that in mind, I think Hotel Dusk (and Phoenix Wright) are both awesome adventure games.
Sorry you're not liking the story so far, though. That's the main selling point for the game, I would think, so not liking it is kind of a big damper on the experience. Oh well, I'm liking it so far. Maybe you'll love the ending.
I don't dislike the story, but it doesn't deserve that much praise. Perhaps it's an apples/oranges comparison, or an indication of how little story pervades games, but the story in Hotel Dusk would be a straight-to-video film or dimestore paperback book. Certainly nothing that gets attention or accolades. It's not bad, but not necessarily original. Nevertheless, I do like the promise it offers: it's really one of very few games of its type (though it does harken back to the Shadowgate/Deja Vu/Uninvited series from Kemco). If this is where it starts, I hope it can only get better from here.
When I complain about its linearity, I think that I get two feelings: 1) the game beats you over the head with what to do next. To create true adventure, there needs to be a balance between giving the player no hints at all and doing everything but moving the cursor to where it needs to be. The very end of the game
in the basement beneath the wine cellar
was really the only spot where that came close to being "challenging," IMO. There just seemed to be too much steering for my liking ("I need to go see Louie here and do this thing"). The other spot that I thought was too linear were in your conversation choices: the game ended almost immediately after making a "wrong" decision, and too often it seemed like the choices weren't really choices at all, and that one of them was obviously the correct choice, and one of them was written so as to be a totally incorrect choice. Like this:
1) I know you killed Jake! (not related to the game at all, but bear with me)
or
2) I like tacos!
At that point, I felt offended that they'd given me the option of choosing something. It felt very much like the developers/programmers had a moment where they thought "oh, shit, we're making a game! We gotta have some input here!"
Look, I don't hate the game, and I feel like my time playing it was well spent. But, more than believing it to be that amazing and unable to be critiqued, I think it has some flaws. The story is rather interesting and heartwarming, but still kinda goofy by the end.
Started last night, played through the first chapter.
The artwork in the game is unbelievably beautiful. The pencil sketches can be a little rough at times, but the watercolor images are so elegant. It is rare that such attention to paid toward style these days, as opposed to outright photorealism.
Can't comment much on the game. Story is just getting started, and I think the controls can be a little wonky. For example, I want to be able to look up and down, not just side to side. But at least the game works around this limitation fairly well with the slider bar after you "lock in" on something to investigate.
I don't think the dialog so far sounds cheesy or out of place. Kyle sounds fairly real in my opinion.
[quote name='mykevermin']I don't dislike the story, but it doesn't deserve that much praise. Perhaps it's an apples/oranges comparison, or an indication of how little story pervades games, but the story in Hotel Dusk would be a straight-to-video film or dimestore paperback book. Certainly nothing that gets attention or accolades. It's not bad, but not necessarily original. Nevertheless, I do like the promise it offers: it's really one of very few games of its type (though it does harken back to the Shadowgate/Deja Vu/Uninvited series from Kemco). If this is where it starts, I hope it can only get better from here.[/QUOTE]I think I give the story a lot of praise for more of the way it develops, rather than the actual plot. (Does that even make sense?) I don't think the story is all THAT original, but I find the way you go from knowing nothing to knowing mostly everything to be really well done. When you first start off, you don't know who anybody is in the hotel (well, except for Louie or what they're doing there. When you first start finding more things out, there are so many parallels and coincidences
things revolving around angels, different events occurring on the same dates, etc.
and eventually a lot of what you find out makes sense... I'm personally impressed with the way it progresses.
And I totally agree about the linearity. If the game was going to be so dialogue driven and be short on puzzles, you'd think the branching would have been more complex. All adventure games are very linear, but even Phoenix Wright had some challenge with choices. Aside from a couple puzzles, you can pretty much guess everything in Hotel Dusk after a couple tries. With Phoenix Wright, you had to choose specific conversation points and specific pieces of evidence to progress, which left you with a lot of choices.
[quote name='judyjudyjudy']I think I give the story a lot of praise for more of the way it develops, rather than the actual plot. (Does that even make sense?)[/QUOTE]
Very much so.
I failed to give the game credit, like strell did, for the watercolor look of some of it. The game has style, that's for certain. And with the exception of one word (Americans don't say "daft," as far as I know), the dialogue is very well written. I hope I'm not the only one who had Otto from the Simpson's voice in my head reading each and every one of Louis' lines. The characters are very fleshed out and real.
[quote name='Strell']Started last night, played through the first chapter.
The artwork in the game is unbelievably beautiful. The pencil sketches can be a little rough at times, but the watercolor images are so elegant. It is rare that such attention to paid toward style these days, as opposed to outright photorealism.
Can't comment much on the game. Story is just getting started, and I think the controls can be a little wonky. For example, I want to be able to look up and down, not just side to side. But at least the game works around this limitation fairly well with the slider bar after you "lock in" on something to investigate.
I don't think the dialog so far sounds cheesy or out of place. Kyle sounds fairly real in my opinion.
Hope to play it more tonight.[/quote]
The controls take a little getting used to, by at least the third or maybe fourth chapter it felt relatively comfortable to me.
[quote name='mykevermin']I don't dislike the story, but it doesn't deserve that much praise. Perhaps it's an apples/oranges comparison, or an indication of how little story pervades games, but the story in Hotel Dusk would be a straight-to-video film or dimestore paperback book. Certainly nothing that gets attention or accolades. It's not bad, but not necessarily original. Nevertheless, I do like the promise it offers: it's really one of very few games of its type (though it does harken back to the Shadowgate/Deja Vu/Uninvited series from Kemco). If this is where it starts, I hope it can only get better from here.
When I complain about its linearity, I think that I get two feelings: 1) the game beats you over the head with what to do next. To create true adventure, there needs to be a balance between giving the player no hints at all and doing everything but moving the cursor to where it needs to be. The very end of the game
in the basement beneath the wine cellar
was really the only spot where that came close to being "challenging," IMO. There just seemed to be too much steering for my liking ("I need to go see Louie here and do this thing"). The other spot that I thought was too linear were in your conversation choices: the game ended almost immediately after making a "wrong" decision, and too often it seemed like the choices weren't really choices at all, and that one of them was obviously the correct choice, and one of them was written so as to be a totally incorrect choice. Like this:
1) I know you killed Jake! (not related to the game at all, but bear with me)
or
2) I like tacos!
At that point, I felt offended that they'd given me the option of choosing something. It felt very much like the developers/programmers had a moment where they thought "oh, shit, we're making a game! We gotta have some input here!"
Look, I don't hate the game, and I feel like my time playing it was well spent. But, more than believing it to be that amazing and unable to be critiqued, I think it has some flaws. The story is rather interesting and heartwarming, but still kinda goofy by the end.[/quote]
Hotel Dusk isn't a game, it's an interactive novel, which is an actual genre in Japan. It really is just walking around and talking to people, with a few moments of interactivity here and there. It wasn't a case of Cing going, "Oh shit, we forgot we were making a game for a second!" It was merely following an already-established formula. As far as I know, we've never gotten anything from this genre, so we're not used to it.
[quote name='mykevermin'] I hope I'm not the only one who had Otto from the Simpson's voice in my head reading each and every one of Louis' lines. The characters are very fleshed out and real.[/QUOTE]
I give him more of a Shaggy from "Scooby-Doo" kind of voice. Rosa gets an inflected Rosanne. I'm still working on everyone else.
[quote name='mykevermin']I don't dislike the story, but it doesn't deserve that much praise. Perhaps it's an apples/oranges comparison, or an indication of how little story pervades games, but the story in Hotel Dusk would be a straight-to-video film or dimestore paperback book. Certainly nothing that gets attention or accolades. It's not bad, but not necessarily original. Nevertheless, I do like the promise it offers: it's really one of very few games of its type (though it does harken back to the Shadowgate/Deja Vu/Uninvited series from Kemco). If this is where it starts, I hope it can only get better from here.
When I complain about its linearity, I think that I get two feelings: 1) the game beats you over the head with what to do next. To create true adventure, there needs to be a balance between giving the player no hints at all and doing everything but moving the cursor to where it needs to be. The very end of the game
in the basement beneath the wine cellar
was really the only spot where that came close to being "challenging," IMO. There just seemed to be too much steering for my liking ("I need to go see Louie here and do this thing"). The other spot that I thought was too linear were in your conversation choices: the game ended almost immediately after making a "wrong" decision, and too often it seemed like the choices weren't really choices at all, and that one of them was obviously the correct choice, and one of them was written so as to be a totally incorrect choice. Like this:
1) I know you killed Jake! (not related to the game at all, but bear with me)
or
2) I like tacos!
At that point, I felt offended that they'd given me the option of choosing something. It felt very much like the developers/programmers had a moment where they thought "oh, shit, we're making a game! We gotta have some input here!"
Look, I don't hate the game, and I feel like my time playing it was well spent. But, more than believing it to be that amazing and unable to be critiqued, I think it has some flaws. The story is rather interesting and heartwarming, but still kinda goofy by the end.[/quote]
I think you're right about general story patterns in games. People typically overpraise the story of a game if it's decent because, well, games aren't known for their stories. Very rarely does a story in a game actually affect me at the same level of a good film or book (but I'm pretty snobby, too) - I think only Planescape, Grim Fandango, and Fallout, maybe Bloodlines, come close for me. However, I give Hotel Dusk some credit because it's clearly a noir story, which allows for plenty of cliche since there are unwritten guidelines for the genre.
[quote name='Vegan']Hotel Dusk isn't a game, it's an interactive novel, which is an actual genre in Japan. It really is just walking around and talking to people, with a few moments of interactivity here and there. It wasn't a case of Cing going, "Oh shit, we forgot we were making a game for a second!" It was merely following an already-established formula. As far as I know, we've never gotten anything from this genre, so we're not used to it.[/QUOTE]
Point taken (I recall a Silent Hill novel adventure on the GBA that was lamentably never released here). Nevertheless, if there is going to be some interactivity (as compared with my understanding of Metal Gear Graphic Novel), why make the answers so bloomin' obvious?
spiwak, I can see your points about the noir aesthetic of the game.
I got Trace Memory a week or so before Hotel Dusk. Was at TRU for only $9.98. So figured why not. Too much reading. I am for some reason drawn to HD but no idea why. There is very little actual gameplay in it. There is a shit ton of reading. I wish there was actually more gameplay in it.
I love the artwork and the way you can play the game, its just a lack of gaming. The thing that was fun with Pheonix Wright is that it was compelling but fun. I like more adventure games that are fun and funny.
I also think the same amount of story could be done with more gameplay. I would have LOVED voice acting.